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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42800 times)

NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #225 on: March 16, 2020, 09:04:15 am »

Demon Team: Design Phase T4
TURNTURNTURN
Infrastructure: Warcaster's Keep

Warcaster's Keep is the implementation (finally) of the plans meant for the Obsidian Spire. The Keep is spacious enough to house our spellcasters, contain a large library of ancient, evil, and forbidden knowledge (as well as the more mundane), an internal training area for practice in a controlled environment, and an open yard in the center where more intense training occurs. Some of our more magically adept Acolytes are promoted to Warcasters and responsible for overseeing the training of the cult's acolytes as well as their organization on the battlefield.

Warcaster's Keep is not kept secret, either. Circles, cabals, schools, and covens of spellcasters are informed of the unrestricted studies available at the Warcaster's Keep. The only fee is devotion to the cult!
Warcaster's Keep: Normal: (3+4)=7: Superior Craftsmanship
Curiosity is a powerful motivator. It is said that if the gods were to grant a man a spell to destroy the entire world, he would cast it just to see what happens. Unfortunately, you don't have any spells of that magnitude sitting around, so you cannot test this theory. But you do have a shiny new repository of knowledge, sure to attract many a reckless scholar.

The Warcaster's Keep has been established on the outskirts of the Forgotten City, a three-story building of dark volcanic rock, replete with disconcerting engravings and unnecessary spikes. Your cultists in the Scholarly Towers were able to channel some of the wealth from Bootlegger's sales into acquiring a respectable collection of tomes, to which you added a few diabolical dissertations for the advanced student. There is certainly room for improvement in the library's selection, but you've set aside a portion of Bootlegger's income to be spent on acquiring exotic books, ensuring a steady stream of new reading material. Already there have been some discrete indications of interest from various scholars, hoping to peruse forbidden knowledge without 'ethics and safety' getting in their way.   
The other facilities are all top-notch; the sturdy structure should survive all but the most explosive of magical accidents, and a selection of targets and dummies is available in the courtyard, meaning mages can practice to their heart's content. Training in the Keep will give your acolytes a very noticeable edge over their angelic rivals, as even the humble Magic Missile can be cast more often, more rapidly, and with more power.

Perhaps more importantly, the newly promoted Warcasters hold great promise. Though few in number, their natural skill combined with the opportunity and materials for intensive study has seen them surpass regular Acolytes with aplomb. Their finesse and improved reserves of magical energy (both mortal and Evil) theoretically allow them to cast more advanced spells, and definitely allow them to cast simpler spells with greater oomph; their Magic Missiles are easily twice as strong as an Acolyte's (an Acolyte who has trained in the Keep, that is).
Though their magical study takes up much of their day, their dedication to your cause has seen them find the time to also study with your Cultist Commanders, learning the basics of leadership and tactics, as well as some self-defence (making them considerably less squishy in close combat). They have added a sword to their equipment, and have made a point of ensuring their black cloak-coat is made of thick leather, increasing survivability by a small but relevant amount. Their stupid felt hat is sure to raise a few eyebrows as well, although the actual effect on enemy morale is unlikely to be significant.

Of note, Warcasters consist only of those magic users who showed natural talent above their Acolyte peers. It is conceivable that more Acolytes could reach their level of skill with a more widely applied training programme, but this was not your focus. As a result, Warcasters are not especially numerous- there are enough to deploy one per unit of Acolytes, and no more.

The Warcaster's Keep improves the performance of all casters, and will entice seekers of knowledge into your service.
Warcasters are capable of casting Common and Uncommon spells (unless noted otherwise), at considerably higher strength than Acolytes. They will supplant Cultist Commanders in mage units. If deployed alone (or in Influence lanes), they would be considered single-individual units at an Uncommon level.



Quote from: Consorts of Desire
As we all know, Good is boring and unfun, prohibiting such enjoyable activity as overindulgence in fine food & drink, exquisite clothing & artwork, pleasurable company, the suffering of others, and depraved acts of self-gratification. To protect these cornerstones of Evil enjoyment and thus entice those who can appreciate the finer things in life, a combination of Evil and alchemical concoctions provides the chosen with a voice as sweet as honey, a body as flawless as the Dolgoth crown jewels, and the ability to both read a person's desires and then magically enhance the sensations they feel. When a Consort of Desire is present, silk never felt smoother, Bootlegger's never tasted more delicious and the prick of a knife never felt so delightfully sharp. Once the Consort of Desire has left, everything will feel grey and lifeless until they return.
Consorts of Desire: Normal: (3+4)=7: Superior Craftsmanship (not a typo)
You have outdone yourself, to be sure, with these newly-minted Consorts of Desire. So potent is their alluring aura that even you find yourself longing for their presence- for a moment, at least. The effect on mere mortals is devastating. Trials have seen some spurned by a Consort throwing their lives away, so meaningless does existence seem without their presence. The exact strength of the effect varies from person to person, and also depends on how much effort the Consort themselves is putting into their powers, meaning you can not expect them to instantly convert literally everyone they meet. However, with time to prepare, and luxury goods on hand, they are expected to have a very respectable rate of success.

The creation of a Consort of Desire starts with a cultist who is already considered attractive. They soak in a bathtub full of an alchemical concoction infused with Evil for several hours, during which any blemishes they may have had fade away, and the essence of indulgence seeps into their bones. They emerge from their bath a changed man/woman, whose appearance is now somewhat indistinct, in the sense that no two observers can quite agree on all the details- but all can agree that they are perfection personified. Their minds, as one might expect, are warped into a vessel for purest hedonism; a downside to the Consorts is that they demand- nay, require- a higher standard of living than other cultists, forgoing water for the finest spirits (which never seem to render them more than pleasantly buzzed), linen for silk (even though they would look good in sackcloth), and a full night's rest for endless celebrations (which never drain their boundless stamina).

You have no objections to their cost of living, however, and not just because watching a Consort of Desire enjoy themselves is in itself a sublimely satisfying experience- they are also very useful. The Consorts are embodied temptation, capable of sharing their own appreciation for life's pleasures with those around them, an intrinsic power over which they have some control. Combined with their effortless beauty, this allows them to find a warm welcome wherever they travel, often allowing them entry to the halls of power. Once within, their charm will quickly win them admirers, especially if combined with luxurious gifts. If they can manage to arrange a 'private audience' with someone, that (un)lucky individual is almost guaranteed to fall under their sway.
Of note, the efficacy of a Consort's abilities may be reduced by warding talismans or spells, and will likewise be less effective on those sworn to Good. Larger crowds also dilute the effect, making them less effective at mass conversion.

Consorts of Desire are sure to have a major impact on our infiltration efforts. Using their signature infiltration technique, Temptation, they will target primarily important individuals in an attempt to recruit them into the cult. Their carefully crafted nature requires considerable alchemical and mutational work, and their lifestyle costs further exacerbate this, rendering them Rare. Temptation, due to the careful planning and expensive vice-enabling substances required is also Rare.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #226 on: March 16, 2020, 10:00:58 am »

Quote from: Vote Magoc
(1) Pale Crow : Kashyyk
(1) Even Evil has Standards : Kashyyk

We were already planning on the Pale Crows as our first revision. I believe we also intended a general gear improvement for our Common troops, thus I offer the following:

Quote from: Even Evil has Standards
Our armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:

- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets

With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #227 on: March 16, 2020, 12:21:12 pm »

Quote from: Vote Magoc
(2) Pale Crow : Kashyyk, MoP
(2) Even Evil has Standards : Kashyyk, MoP

Seems good enough to me. I had some revision ideas but we should probably actually stick with a plan for the first time in arms race history.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #228 on: March 16, 2020, 12:39:40 pm »

Quote from: Vote Magoc
(3) Pale Crow : Kashyyk, MoP, TricMagic
(3) Even Evil has Standards : Kashyyk, MoP, TricMagic

Seems good enough to me. I had some revision ideas but we should probably actually stick with a plan for the first time in arms race history.
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Doomblade187

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #229 on: March 16, 2020, 12:48:57 pm »

Quote from: Vote Magoc
(4) Pale Crow : Kashyyk, MoP, TricMagic, Doomblade
(4) Even Evil has Standards : Kashyyk, MoP, TricMagic, Doomblade
All my AR teams are actually following a plan pretty well right now tbh.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #230 on: March 16, 2020, 01:09:06 pm »

Quote from: Vote Magoc
(5) Pale Crow : Kashyyk, MoP, TricMagic, Doomblade, Jerick
(5) Even Evil has Standards : Kashyyk, MoP, TricMagic, Doomblade, Jerick
More votes!
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Urist Mc Dwarf

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #231 on: March 16, 2020, 02:56:24 pm »


Quote from: Vote Magoc
(6) Pale Crow : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf
(6) Even Evil has Standards : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf

Happerry

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #232 on: March 16, 2020, 04:30:21 pm »

Quote from: Vote Magoc
(7) Pale Crow : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf, Happerry
(7) Even Evil has Standards : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf, Happerry
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Forenia Forever!
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 4
« Reply #233 on: March 17, 2020, 04:10:32 pm »

Demon Team: Revision Phase T4
TURNTURNTURN
Pale Crow

A Devil-crow that has been altered through alchemy, they now have white feathers and red eyes. They are very intelligent, listen to our orders, and have the ability to Kill spirits and other such constructs permanently by flying through the target. They will be sold to rich folk as messenger birds and pets, as well as some flying more freely, while secretly listening in on conversations and killing spiritual beings with their innate death magic. While on the battle front, they will simply kill enemy spiritual scouts and occasionally lead Devil/CHAD-crow murders, including in Influence Lanes to stop enemy Good Agents from healing and singing. Their intelligence makes them well suited to executing plans and adapting.

As a short explanation, the chemical effects bring out the evil energy in the Devil-crow, infusing them with the concept of the end. All things die, and as their bodies fly through a spirit, it cuts the link and magic keeping them alive. Needless to say, it does not actually effect those with physical forms.
Pale Crow: Normal: (2+4)=6: Above Average
You were reluctantly forced to acknowledge the foresight of one of your Draughtsmiths, when she pointed out that your plan for the Pale Crows did not include the ability to see the spirits they are intended to kill. This was quickly rectified, although it would be wise in future to go over your plans more thoroughly.

Anyway. The Pale Crows are ready to go, the extra mutations having been developed successfully. Alchemical stabilisers made the process simpler, albeit adding a bit more work. Their intelligence is bolstered beyond that of the Devil-Crows, making them slightly more effective at espionage and tactics. More importantly, their blood-red eyes are specifically tuned to see invisible magical beings (such as Heliel's Bright Shadows), whilst their pale white feathers are designed to disrupt magical beings (such as Heliel's Bright Shadows)(the feathers lose this ability shortly after being removed from a living crow). Said disruption only works on the parts of the being making contact with the feathers, which means that for solid-form beings, a Pale Crow will basically cause a rash. Immaterial beings, however, will take heavy damage, which is projected to quickly dispatch the angelic ghost-spies.

Pale Crows will be deployed in both combat and infiltration roles. Due to the increased complexity involved in their creation, they are Uncommon.




Quote from: Even Evil has Standards
Our armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:

- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets

With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
Even Evil has Standards: Hard: (1+2)-1=2: Utter Failure
How hard could it be to provide all your cultists with home-made quality equipment? Sure, there's some craftwork involved, but that's a human thing. You had better things to attend to- you gave a group of cultists orders to set up production for a list of equipment, and left them to it.
At first, the cultists scratched their heads. None of them were really expert craftsmen, and they hadn't been given much time to work with. But there were a few from the Wartorn Wastes who had worked as apprentices repairing military equipment, who put together a plan for a series of workshops and forges, with a 'if you build it they will come' mentality- proper workshops would attract proper craftsmen, obviously.
As they were about to begin construction, one of them had a great idea: in order to avoid a volcanic eruption destroying the workshops like it had the Obsidian Spire, they should build them in the swamplands outside the city. This seemed perfectly sensible.
The first workshop sank into the swamp. The second workshop...
At this point in the story, you stopped listening. The Forgotten City is possessed of huge... tracts of land, and yet the cultists assigned to organise production couldn't think of anywhere better to put a workshop.

There will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.



It is now the Strategy Phase. Choose where to send Magoc.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #234 on: March 17, 2020, 05:35:27 pm »

With the Warcaster's Keep, Consorts and Pale Crows, we should be doing plenty fine when it comes to influence, whilst in Darrin we won the advantage last turn and will thus be fighting for a foothold in the Mountain Passes. I would thus prefer to send Magoc to the Light Jungle, as that front poses the greatest risk.

Quote from: Magoc Deployment
(1) Xa-Nam : Kashyyk
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #235 on: March 17, 2020, 05:51:30 pm »


Quote from: Magoc Deployment
(1) Xa-Nam : Kashyyk
(1) Mountain Passes : TricMagic


Hmm, we'll already fighting in the jungle? I kinda expect them to have nightmares actually figting there, between the crows picking off human scouts, Pale Crows killing off Spirit Scouts, and CHADS and CHAD-Crows coming out of the woodworks to fight in melee. The fact that Warcasters and accolytes have a more powerful spell than they can easily make use of in the confines of the jungle is just icing on the delicious cake. I don't think ranged combat has the advantage there at all.
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Shadowclaw777

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #236 on: March 17, 2020, 07:14:04 pm »

Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(1) Darrin: TricMagic
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #237 on: March 18, 2020, 09:27:13 am »

Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(0) Darrin:

(1) Ostentatious Capital: TricMagic

I kinda want to see if we can push the Capital to 3 from 1. Well, more votes would be appreciated regardless.
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #238 on: March 18, 2020, 09:49:13 am »

Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777, Jerick
(0) Darrin:

(1) Ostentatious Capital: TricMagic
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #239 on: March 18, 2020, 10:00:45 am »

I have a feeling that Angels don't automatically have all the influence we don't have in an area (hence why it's marked with ?), especially as we started with 0 everywhere. I expect trying to take influence from Angels with be harder than converting the unaligned anyways. If we send Magoc to influence lanes we're gonna lose the ability to push the enemy back into the middle territories for at least a turn as they have a pretty fair chance to push both lanes without It.

Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777,Jerick
(1) Darrin: MoP

(1) Ostentatious Capital: TricMagic

The terrain in Xa-Nam is going to facilitate an easier defense for us, and could see us take initiative next turn. We have the initiative in Darrin but we're going to be pushing dudes with a ranged advantage in mountainous terrain. They may be able to fight us off, but Magoc's presence should hopefully prevent them from pushing into the Rice Terraces.

If we push Xa-Nam with Magoc we're going to need to attack the crossing after rebuffing the Angels we have no equipment for once again, while the enemy in the mountains could push us back as they've been doing in the mountains, and re-reverse the flow of battle there.

I believe we have a higher chance of success in the Jungle against the Angels without Magoc than we do trying to attack the Mountain Passes without being counterattacked back into the Rice Terraces, let alone taking ground there. I feel as though sending Magoc to Darrin could see us at least hold the enemy across the entire front, and give us a moment to breathe and act rather than react. We'll need to see how the Influence lanes go before making further plans in detail, but holding the line while we increase our access to mortals and their resources could make it easier to design things we need (like using war-torn wastes and shit to get better quality equipment though more experienced smiths and that sort of thing)
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